Switch navigation mesh to be based on collision only, not collision and texture meshes
Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
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@@ -180,8 +180,7 @@ public abstract partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLo
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{
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_morphSFX.Play();
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SetPhysicsProcess(false);
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_enemyLogic.Input(new EnemyLogic.Input.Defeated());
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Callable.From(QueueFree);
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Die();
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}
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public IDungeonRoom GetCurrentRoom(ImmutableList<IDungeonRoom> roomList)
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